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<blockquote data-quote="DM_Jeff" data-source="post: 4859726" data-attributes="member: 3687"><p>I recently ran my first SAGA edition game. I also agree with your sentiments on how threads usually devolve. Here's what I learned:</p><p></p><p>There is a web enhancement for SAGA on the Wizard's web site helping detail how to actually build mechanically sound and diverse encounters. </p><p></p><p><a href="http://www.wizards.com/default.asp?x=starwars/downloads" target="_blank">LINK</a></p><p></p><p>And look for:</p><p></p><p><em>Web Enhancement - Encounter Design 101</em></p><p><em>Designing fresh, exciting, and (most importantly) fair encounters for Star Wars Roleplaying Game heroes can be one of the greatest challenges for a Gamemaster.</em></p><p></p><p>The sessions I planned were a good mix of roleplaying and combat. Combat runs very quickly in SAGA. Our 5 hour sessions were <em>plenty </em>long enough. I admit I watched a lot of the Clone Wars cartoon shows to get a feel for stuff not seen in the movies to add to my descriptions.</p><p></p><p>I also <em>heavily </em>used my SW minis collection as a basis for adventures. I have over 20 battlemats with exotic locations on them, and building encounters around them was a snap.</p><p></p><p>As one poster mentioned above, there's a lot of tech. We had one character who imagined herself sort of "the bard" who took lots of knowledge and technical skills. She literally changed battles by accessing security cameras, closing and opening doors on the battlefield to help her friends and hardly fired a shot.</p><p></p><p>D&D players will take at least a session or more to learn to make good, full use of "cover" because yes, many combats are at range. Building an adventure could be as easy as taking a D&D adventure and setting it in the SW universe, or borrowing from the Clone Wars series of another sci-fi show (I borrowed heavily from Firefly for influence).</p><p></p><p>Hope that helps a bit.</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 4859726, member: 3687"] I recently ran my first SAGA edition game. I also agree with your sentiments on how threads usually devolve. Here's what I learned: There is a web enhancement for SAGA on the Wizard's web site helping detail how to actually build mechanically sound and diverse encounters. [URL="http://www.wizards.com/default.asp?x=starwars/downloads"]LINK[/URL] And look for: [I]Web Enhancement - Encounter Design 101 Designing fresh, exciting, and (most importantly) fair encounters for Star Wars Roleplaying Game heroes can be one of the greatest challenges for a Gamemaster.[/I] The sessions I planned were a good mix of roleplaying and combat. Combat runs very quickly in SAGA. Our 5 hour sessions were [I]plenty [/I]long enough. I admit I watched a lot of the Clone Wars cartoon shows to get a feel for stuff not seen in the movies to add to my descriptions. I also [I]heavily [/I]used my SW minis collection as a basis for adventures. I have over 20 battlemats with exotic locations on them, and building encounters around them was a snap. As one poster mentioned above, there's a lot of tech. We had one character who imagined herself sort of "the bard" who took lots of knowledge and technical skills. She literally changed battles by accessing security cameras, closing and opening doors on the battlefield to help her friends and hardly fired a shot. D&D players will take at least a session or more to learn to make good, full use of "cover" because yes, many combats are at range. Building an adventure could be as easy as taking a D&D adventure and setting it in the SW universe, or borrowing from the Clone Wars series of another sci-fi show (I borrowed heavily from Firefly for influence). Hope that helps a bit. -DM Jeff [/QUOTE]
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